Advanced Looting System
This system offers a dynamic looting experience where players can search objects like boxes and vehicles, each with unique loot tables and probabilities. Loot chances are balanced to never exceed 100%, adding an element of unpredictability. Configurable refresh timers allow customization of loot intervals globally or by type. The interactive grid-based NUI inventory enhances gameplay with custom sounds and realistic empty slots. A notification system provides animated success and error alerts, while customizable progress bars add immersive animations and labels for looting actions. Additionally, specific zones can disable looting or increase attempts for realism. The system is fully compatible with QBCore and ESX frameworks, ensuring seamless integration.
For further details, watch the Preview Video linked above!
PREVIEW WITH OLD UI
PREVIEW WITH NEW UI
https://www.hate-development.com/
# Looting v3 | 05.01.2025
- Cleared unused prints
- Changed to new ui.
- Fixed search sound is not stopping.
- Fixed some bugs ui related
# Looting v3 | 28.01.2025
**ATTENTION** *This version is only for testing purposes, if you dont want to join testing dont update your resource.*
- Added **Config.PedDeleteTime** for deleting peds after looted.
- Removed all client side looting checks.
- **In this version multiple players can loot same object at the same time as you can see in the video [[needs testing]]**
# Looting v3 | 29.01.2025
* Fixed ped is not deleting [again]
* Fixed ui stucks after ped deleted.
* Improved event's safety.
# Looting v3 | 31.01.2025
**IMPORTANT** *This version is completely tested and finished, you can use that* **thanks @M4tta for testing**
* Server > qb and esx files are now opensource
https://medal.tv/games/gta-v/clips/jB5as4S3Emw12lD4H?invite=cr-MSwzN0UsMTU2MTgyNzY2LA
A | B |
---|---|
Code is accessible | No |
Subscription-based | No |
Lines (approximately) | 500+ |
Requirements | qb-core or esx |
Support | Yes |